Re: Lighting (HDR)
"Nathaniel Hoffman" <[email protected]>
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
> To > be honest, all three approaches (m+2)/(2pi), (m+8)/(8pi), and (m+2)/(8pi) > have produced nice results for me, so it is basically down to what works > visually for us I guess since they all seem to have some legitimate > grounding in theory. Well... if you are using Blinn-Phong (N.H), then dividing by (2pi) is unambiguously wrong (it is correct for Phong - (R.V) - though). I agree that the two with division by (8pi) both have theoretical legitimacy. Note however that most game engines use units that cause the (pi) factor to be removed, so you would just be dividing by 8. Naty ------------------------------------------------------------------------------ Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list